Stardew_Valley_Mods/GeneralMods/BuildHealth/Class1.cs

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using System;
using System.IO;
using System.Text;
using Newtonsoft.Json;
using StardewModdingAPI;
2017-07-28 08:28:39 +08:00
namespace Omegasis.BuildHealth
{
public class BuildHealth : Mod
{
public double BuildHealth_data_xp_nextlvl=20;
public double BuildHealth_data_xp_current=0;
public int BuildHealth_data_current_lvl=0;
public int BuildHealth_data_health_bonus_acumulated=0;
public int BuildHealth_data_ini_health_bonus=0;
public bool BuildHealth_data_clear_mod_effects = false;
public int BuildHealth_data_old_health = 0;
public bool tool_cleaner = false;
public bool fed = false;
public int old_health;
public int new_health;
public Config ModConfig { get; set; }
public static bool upon_loading = false;
public bool collapse_check;
//Credit goes to Zoryn for pieces of this config generation that I kinda repurposed.
public override void Entry(IModHelper helper)
{
StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += SleepCallback;
StardewModdingAPI.Events.GameEvents.UpdateTick += EatingCallBack; //sloppy again but it'll do.
StardewModdingAPI.Events.GameEvents.OneSecondTick += Tool_Cleanup;
StardewModdingAPI.Events.GameEvents.UpdateTick += ToolCallBack;
StardewModdingAPI.Events.SaveEvents.AfterLoad += LoadingCallBack;
StardewModdingAPI.Events.GameEvents.UpdateTick += Collapse_Callback;
StardewModdingAPI.Events.GameEvents.UpdateTick += damage_check;
var configLocation = Path.Combine(helper.DirectoryPath, "BuildHealthConfig.json");
if (!File.Exists(configLocation))
{
Monitor.Log("The config file for BuildHealth was not found, guess I'll create it...");
ModConfig = new Config();
ModConfig.BuildHealth_current_lvl = 0;
ModConfig.BuildHealth_max_lvl = 100;
ModConfig.BuildHealth_Health_increase_upon_lvl_up = 1;
ModConfig.BuildHealth_xp_current = 0;
ModConfig.BuildHealth_xp_nextlvl = 20;
ModConfig.BuildHealth_xp_curve = 1.15;
ModConfig.BuildHealth_xp_eating = 2;
ModConfig.BuildHealth_xp_sleeping = 10;
ModConfig.BuildHealth_xp_tooluse = 1;
ModConfig.BuildHealth_ini_Health_boost = 0;
ModConfig.BuildHealth_Health_accumulated = 0;
File.WriteAllBytes(configLocation, Encoding.UTF8.GetBytes(JsonConvert.SerializeObject(ModConfig)));
}
else
{
ModConfig = JsonConvert.DeserializeObject<Config>(Encoding.UTF8.GetString(File.ReadAllBytes(configLocation)));
Monitor.Log("Found BuildHealth config file.");
}
// DataLoader();
// MyWritter();
Monitor.Log("BuildHealth Initialization Completed");
}
public void ToolCallBack(object sender, EventArgs e) //ultra quick response for checking if a tool is used.
{
if (tool_cleaner == true) return;
if (StardewValley.Game1.player.usingTool == true)
{
//Monitor.Log("Tool is being used");
BuildHealth_data_xp_current += ModConfig.BuildHealth_xp_tooluse;
tool_cleaner = true;
}
else return;
}
public void Tool_Cleanup(object sender, EventArgs e) //nerfs how quickly xp is actually gained. I hope.
{
if (tool_cleaner == true) tool_cleaner = false;
else return;
}
public void EatingCallBack(object sender, EventArgs e)
{
if (StardewValley.Game1.isEating == true)
{
// Monitor.Log("NOM NOM NOM");
fed = true;
//this code will run when the player eats an object. I.E. increases their eating skills.
}
//I'm going to assume they ate the food.
if ((StardewValley.Game1.isEating == false) && fed == true)
{
// Monitor.Log("NOM NOM NOM");
BuildHealth_data_xp_current += ModConfig.BuildHealth_xp_eating;
fed = false;
}
return;
}
public void damage_check(object sender, EventArgs e)
{
var player = StardewValley.Game1.player;
if (old_health > player.health)
{
BuildHealth_data_xp_current += (old_health - player.health);
//Log.Info(old_health - player.health);
old_health = (player.health);
}
if (old_health < player.health)
{
old_health = player.health;
}
return;
}
public void SleepCallback(object sender, EventArgs e)
{
collapse_check = false;
if (upon_loading ==true){
Clear_Checker();
var player = StardewValley.Game1.player;
BuildHealth_data_xp_current += ModConfig.BuildHealth_xp_sleeping;
if (BuildHealth_data_old_health == 0)
{
BuildHealth_data_old_health = player.maxHealth; //grab the initial Health value
}
if (BuildHealth_data_clear_mod_effects == true)
{
Clear_DataLoader();
//This will run when the character goes to sleep. It will increase their sleeping skill.
player.maxHealth = BuildHealth_data_old_health;
BuildHealth_data_xp_nextlvl = ModConfig.BuildHealth_xp_nextlvl;
BuildHealth_data_xp_current = ModConfig.BuildHealth_xp_current;
BuildHealth_data_health_bonus_acumulated = 0;
BuildHealth_data_old_health = player.maxHealth;
BuildHealth_data_ini_health_bonus = 0;
BuildHealth_data_current_lvl = 0;
Monitor.Log("BuildHealth Reset!");
}
if (BuildHealth_data_clear_mod_effects == false)
{
if (BuildHealth_data_current_lvl < ModConfig.BuildHealth_max_lvl)
{
while (BuildHealth_data_xp_current >= BuildHealth_data_xp_nextlvl)
{
BuildHealth_data_current_lvl += 1;
BuildHealth_data_xp_current = BuildHealth_data_xp_current - BuildHealth_data_xp_nextlvl;
BuildHealth_data_xp_nextlvl = (ModConfig.BuildHealth_xp_curve * BuildHealth_data_xp_nextlvl);
player.maxHealth += ModConfig.BuildHealth_Health_increase_upon_lvl_up;
BuildHealth_data_health_bonus_acumulated += ModConfig.BuildHealth_Health_increase_upon_lvl_up;
}
}
}
BuildHealth_data_clear_mod_effects = false;
MyWritter();
}
old_health = StardewValley.Game1.player.maxHealth;
}
public void LoadingCallBack(object sender, EventArgs e)
{
DataLoader();
MyWritter();
upon_loading=true;
//runs when the player is loaded.
var player = StardewValley.Game1.player;
if (BuildHealth_data_old_health == 0)
{
BuildHealth_data_old_health = player.maxHealth; //grab the initial health value
}
player.maxHealth = BuildHealth_data_ini_health_bonus + BuildHealth_data_health_bonus_acumulated + BuildHealth_data_old_health; //incase the ini stam bonus is loaded in.
if (BuildHealth_data_clear_mod_effects == true)
{
player.maxHealth = BuildHealth_data_old_health;
Monitor.Log("BuildHealth Reset!");
}
DataLoader();
MyWritter();
old_health = StardewValley.Game1.player.maxHealth;
}
public void Collapse_Callback(object sender, EventArgs e) //if the player stays up too late add some xp.
{
if (collapse_check == false)
{
if (StardewValley.Game1.farmerShouldPassOut == true)
{
BuildHealth_data_xp_current += ModConfig.BuildHealth_Pass_Out_XP;
collapse_check = true;
Monitor.Log("The player has collapsed!");
return;
}
}
}
//Mod config data.
public class Config
{
public double BuildHealth_xp_nextlvl { get; set; }
public double BuildHealth_xp_current { get; set; }
public double BuildHealth_xp_curve { get; set; }
public int BuildHealth_current_lvl { get; set; }
public int BuildHealth_max_lvl { get; set; }
public int BuildHealth_Health_increase_upon_lvl_up { get; set; }
public int BuildHealth_xp_tooluse { get; set; }
public int BuildHealth_xp_eating { get; set; }
public int BuildHealth_xp_sleeping { get; set; }
public int BuildHealth_ini_Health_boost { get; set; }
public int BuildHealth_Health_accumulated { get; set; }
public int BuildHealth_Pass_Out_XP { get; set; }
}
void Clear_DataLoader()
{
if (!Directory.Exists(Path.Combine(Helper.DirectoryPath, "PlayerData"))) Directory.CreateDirectory(Path.Combine(Helper.DirectoryPath, "PlayerData"));
string myname = StardewValley.Game1.player.name;
string mylocation = Path.Combine(Helper.DirectoryPath, "PlayerData", "BuildHealth_data_");
string mylocation2 = mylocation+myname;
string mylocation3 = mylocation2+".txt";
if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
{
Monitor.Log("The config file for BuildHealth was not found, guess I'll create it...");
BuildHealth_data_clear_mod_effects = false;
BuildHealth_data_old_health = 0;
BuildHealth_data_ini_health_bonus = 0;
}
else
{
//loads the BuildHealth_data upon loading the mod
string[] readtext = File.ReadAllLines(mylocation3);
BuildHealth_data_ini_health_bonus = Convert.ToInt32(readtext[9]);
BuildHealth_data_clear_mod_effects = Convert.ToBoolean(readtext[14]);
BuildHealth_data_old_health = Convert.ToInt32(readtext[16]);
}
}
void Clear_Checker()
{
//loads the data to the variables upon loading the game.
if (!Directory.Exists(Path.Combine(Helper.DirectoryPath, "PlayerData"))) Directory.CreateDirectory(Path.Combine(Helper.DirectoryPath, "PlayerData"));
string myname = StardewValley.Game1.player.name;
string mylocation = Path.Combine(Helper.DirectoryPath, "PlayerData", "BuildHealth_data_");
string mylocation2 = mylocation + myname;
string mylocation3 = mylocation2 + ".txt";
if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
{
Monitor.Log("The config file for BuildHealth was not found, guess I'll create it...");
BuildHealth_data_clear_mod_effects = false;
BuildHealth_data_old_health = 0;
BuildHealth_data_ini_health_bonus = 0;
}
else
{
//loads the BuildHealth_data upon loading the mod
string[] readtext = File.ReadAllLines(mylocation3);
BuildHealth_data_clear_mod_effects = Convert.ToBoolean(readtext[14]);
}
}
void DataLoader()
{
if (!Directory.Exists(Path.Combine(Helper.DirectoryPath, "PlayerData"))) Directory.CreateDirectory(Path.Combine(Helper.DirectoryPath, "PlayerData"));
string myname = StardewValley.Game1.player.name;
string mylocation = Path.Combine(Helper.DirectoryPath, "PlayerData", "BuildHealth_data_");
string mylocation2 = mylocation+myname;
string mylocation3 = mylocation2+".txt";
if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
{
Monitor.Log("The config file for BuildHealth was not found, guess I'll create it...");
BuildHealth_data_xp_nextlvl = ModConfig.BuildHealth_xp_nextlvl;
BuildHealth_data_xp_current = ModConfig.BuildHealth_xp_current;
BuildHealth_data_current_lvl = ModConfig.BuildHealth_current_lvl;
BuildHealth_data_ini_health_bonus = ModConfig.BuildHealth_ini_Health_boost;
BuildHealth_data_health_bonus_acumulated = ModConfig.BuildHealth_Health_accumulated;
BuildHealth_data_clear_mod_effects = false;
BuildHealth_data_old_health = 0;
}
else
{
// Monitor.Log("HEY THERE IM LOADING DATA");
//loads the BuildHealth_data upon loading the mod
string[] readtext = File.ReadAllLines(mylocation3);
BuildHealth_data_current_lvl = Convert.ToInt32(readtext[3]);
BuildHealth_data_xp_nextlvl = Convert.ToDouble(readtext[7]); //these array locations refer to the lines in BuildHealth_data.json
BuildHealth_data_xp_current = Convert.ToDouble(readtext[5]);
BuildHealth_data_ini_health_bonus = Convert.ToInt32(readtext[9]);
BuildHealth_data_health_bonus_acumulated = Convert.ToInt32(readtext[11]);
BuildHealth_data_clear_mod_effects = Convert.ToBoolean(readtext[14]);
BuildHealth_data_old_health = Convert.ToInt32(readtext[16]);
}
}
void MyWritter()
{
if (!Directory.Exists(Path.Combine(Helper.DirectoryPath, "PlayerData"))) Directory.CreateDirectory(Path.Combine(Helper.DirectoryPath, "PlayerData"));
string myname = StardewValley.Game1.player.name;
string mylocation = Path.Combine(Helper.DirectoryPath, "PlayerData", "BuildHealth_data_");
string mylocation2 = mylocation+myname;
string mylocation3 = mylocation2+".txt";
string[] mystring3 = new string[20];
if (!File.Exists(mylocation3))
{
Monitor.Log("The data file for BuildHealth was not found, guess I'll create it when you sleep.");
//write out the info to a text file at the end of a day. This will run if it doesnt exist.
mystring3[0] = "Player: Build Health Data. Modification can cause errors. Edit at your own risk.";
mystring3[1] = "====================================================================================";
mystring3[2] = "Player Current Level:";
mystring3[3] = BuildHealth_data_current_lvl.ToString();
mystring3[4] = "Player Current XP:";
mystring3[5] = BuildHealth_data_xp_current.ToString();
mystring3[6] = "Xp to next Level:";
mystring3[7] = BuildHealth_data_xp_nextlvl.ToString();
mystring3[8] = "Initial Health Bonus:";
mystring3[9] = BuildHealth_data_ini_health_bonus.ToString();
mystring3[10] = "Additional Health Bonus:";
mystring3[11] = BuildHealth_data_health_bonus_acumulated.ToString();
mystring3[12] = "=======================================================================================";
mystring3[13] = "RESET ALL MOD EFFECTS? This will effective start you back at square 1. Also good if you want to remove this mod.";
mystring3[14] = BuildHealth_data_clear_mod_effects.ToString();
mystring3[15] = "OLD Health AMOUNT: This is the initial value of the Player's Health before this mod took over.";
mystring3[16] = BuildHealth_data_old_health.ToString();
File.WriteAllLines(mylocation3, mystring3);
}
else
{
// Monitor.Log("HEY IM SAVING DATA");
//write out the info to a text file at the end of a day.
mystring3[0] = "Player: Build Health Data. Modification can cause errors. Edit at your own risk.";
mystring3[1] = "====================================================================================";
mystring3[2] = "Player Current Level:";
mystring3[3] = BuildHealth_data_current_lvl.ToString();
mystring3[4] = "Player Current XP:";
mystring3[5] = BuildHealth_data_xp_current.ToString();
mystring3[6] = "Xp to next Level:";
mystring3[7] = BuildHealth_data_xp_nextlvl.ToString();
mystring3[8] = "Initial Health Bonus:";
mystring3[9] = BuildHealth_data_ini_health_bonus.ToString();
mystring3[10] = "Additional Health Bonus:";
mystring3[11] = BuildHealth_data_health_bonus_acumulated.ToString();
mystring3[12] = "=======================================================================================";
mystring3[13] = "RESET ALL MOD EFFECTS? This will effective start you back at square 1. Also good if you want to remove this mod.";
mystring3[14] = BuildHealth_data_clear_mod_effects.ToString();
mystring3[15] = "OLD Health AMOUNT: This is the initial value of the Player's Health before this mod took over.";
mystring3[16] = BuildHealth_data_old_health.ToString();
File.WriteAllLines(mylocation3, mystring3);
}
}
} //end my function
2016-03-27 16:15:50 +08:00
}